I may compromise (as usual) by just showing the 'green dots' of the hexes within the supply range. You wont know if the path ended due to running out of supply points or presence of enemy unit.

I like the numbers instead of the green dots Michael, it helps in understanding the flow of supply. Please keep it as is for AI games and add the option to turn it off in PBEM games. Thank you.

+1

My position exactly.

Although I don't like to bean count my way through the Fog of War, I can resist the temptation to inspect the numbers too closely. But, yeah, they are of immense help in understanding supply. It would be a shame to lose them.

I may compromise (as usual) by just showing the 'green dots' of the hexes within the supply range. You wont know if the path ended due to running out of supply points or presence of enemy unit.

I like the numbers instead of the green dots Michael, it helps in understanding the flow of supply. Please keep it as is for AI games and add the option to turn it off in PBEM games. Thank you.

+1

My position exactly.

Although I don't like to bean count my way through the Fog of War, I can resist the temptation to inspect the numbers too closely. But, yeah, they are of immense help in understanding supply. It would be a shame to lose them.

Recently I tried using fighters at 12000 and they seemed to Level Bomb.

Was hoping to get the facts.

KHawk

I've noticed the same since changing to 1108k9 from 1108k7. Also, dive bombers were level bombing from 16000ft when I was playing with 1108k9 last night, so something has changed that's not in the notes.

Recently I tried using fighters at 12000 and they seemed to Level Bomb.

Was hoping to get the facts.

KHawk

I've noticed the same since changing to 1108k9 from 1108k7. Also, dive bombers were level bombing from 16000ft when I was playing with 1108k9 last night, so something has changed that's not in the notes.

Hasn't been any changes for air attacks between k7 and k9. When I have a chance, I'll update the advised table.

ORIGINAL: michaelm Hasn't been any changes for air attacks between k7 and k9. When I have a chance, I'll update the advised table.

Here are the combat reports pertaining to the dive bombers appearing to level bomb when set to 16000ft that I referred to. I suppose they could be glide bombing with the attack altitudes not being updated for the report.

-------------------------------------------------------------------------------- Morning Air attack on TF, near Akyab at 54,45

CAP engaged: 25th Sentai with Ki-43-IIa Oscar (0 airborne, 0 on standby, 2 scrambling) (1 plane(s) diverted to support CAP in hex.) 1 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact. Group patrol altitude is 13000 , scrambling fighters between 14000 and 15000. Time for all group planes to reach interception is 37 minutes 2 planes vectored on to bombers 244th Sentai with Ki-27b Nate (0 airborne, 0 on standby, 7 scrambling) Group patrol altitude is 7000 , scrambling fighters between 8000 and 14000. Time for all group planes to reach interception is 40 minutes 1 planes vectored on to bombers -------------------------------------------------------------------------------- Afternoon Air attack on TF, near Akyab at 54,45

CAP engaged: 25th Sentai with Ki-43-IIa Oscar (1 airborne, 0 on standby, 0 scrambling) (5 plane(s) diverted to support CAP in hex.) 1 plane(s) intercepting now. 0 plane(s) not yet engaged, 4 being recalled, 0 out of immediate contact. Group patrol altitude is 13000 Time for all group planes to reach interception is 2 minutes 244th Sentai with Ki-27b Nate (0 airborne, 0 on standby, 0 scrambling) (13 plane(s) diverted to support CAP in hex.) 0 plane(s) not yet engaged, 9 being recalled, 4 out of immediate contact. Group patrol altitude is 7000 Time for all group planes to reach interception is 27 minutes 4 planes vectored on to bombers

ORIGINAL: michaelm Hasn't been any changes for air attacks between k7 and k9. When I have a chance, I'll update the advised table.

Here are the combat reports pertaining to the dive bombers appearing to level bomb when set to 16000ft that I referred to. I suppose they could be glide bombing with the attack altitudes not being updated for the report.

-------------------------------------------------------------------------------- Morning Air attack on TF, near Akyab at 54,45

CAP engaged: 25th Sentai with Ki-43-IIa Oscar (0 airborne, 0 on standby, 2 scrambling) (1 plane(s) diverted to support CAP in hex.) 1 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact. Group patrol altitude is 13000 , scrambling fighters between 14000 and 15000. Time for all group planes to reach interception is 37 minutes 2 planes vectored on to bombers 244th Sentai with Ki-27b Nate (0 airborne, 0 on standby, 7 scrambling) Group patrol altitude is 7000 , scrambling fighters between 8000 and 14000. Time for all group planes to reach interception is 40 minutes 1 planes vectored on to bombers -------------------------------------------------------------------------------- Afternoon Air attack on TF, near Akyab at 54,45

CAP engaged: 25th Sentai with Ki-43-IIa Oscar (1 airborne, 0 on standby, 0 scrambling) (5 plane(s) diverted to support CAP in hex.) 1 plane(s) intercepting now. 0 plane(s) not yet engaged, 4 being recalled, 0 out of immediate contact. Group patrol altitude is 13000 Time for all group planes to reach interception is 2 minutes 244th Sentai with Ki-27b Nate (0 airborne, 0 on standby, 0 scrambling) (13 plane(s) diverted to support CAP in hex.) 0 plane(s) not yet engaged, 9 being recalled, 4 out of immediate contact. Group patrol altitude is 7000 Time for all group planes to reach interception is 27 minutes 4 planes vectored on to bombers

However your new enhancement has just given me an idea. Rather than having the new "5" shortcut displaying all the hexes with the supply, and in the process disclosing a hex with the presence of an enemy unit, why not adapt the "Burma Road" open concept to all bases. Each base could simply show in the bottom left, the nummerical highest valid supply path eg "90" would indicate a valid path of that value to a supply source and hence a bases which gets resupplied x times per week (I forgt the exact number) whereas "19" indcates only resupplied once a week.

I got tired of trying to work out if the Burma Road was giving supply or not.

So I have added a line on the base screen of Tsuyung and Ledo/Rangoon to indicate that the 500 daily supply is being added.

Bottom line on the left hand side in case you can't see the colored box.

I like this addition, too, Michael! For clarification, isn't the Ledo Road path removed as an option? I thought (maybe with an early patch) that the Burma Road was limited to tracing a supply path to Rangoon.

However your new enhancement has just given me an idea. Rather than having the new "5" shortcut displaying all the hexes with the supply, and in the process disclosing a hex with the presence of an enemy unit, why not adapt the "Burma Road" open concept to all bases. Each base could simply show in the bottom left, the nummerical highest valid supply path eg "90" would indicate a valid path of that value to a supply source and hence a bases which gets resupplied x times per week (I forgt the exact number) whereas "19" indcates only resupplied once a week.

Alfred

Oh, yeah, like you wouldn't have to explain THIS one!!!!

"Grandpa, what's that number floating around on the bottom left of my box?"

Throw us visual perception dudes a bone, man! I like the hex path way for I am all about the pictures.

When I select the on-map LCU icon, arriving at the Ground Units at Hex... screen; then select an individual unit; then hit the "Go back one window" Back button--I arrive back at the Ground Units at Hex... screen, but it is empty, devoid of any LCU listings.

Not in all cases, but quite often. I've been seeing this frequently with 1108k9. Never encountered the problem before this.

Can anyone tell me what using the "4" shows on map? 1-3 are in the manual but not 4. And does someone have an up-to-date list of the hotkeys, seems that more are missing in the manual.

Also the supply paths visible on map are great but man that slows down my PC a lot I can't even scroll with it and I have to turn it off, any ideas to improve performance?

I don't have it open right now, but that might be one that shows the country codes that the game engine uses for things like figuring out if the Soviets should activate, if emergency invasion reinforcements should arrive, that sort of thing.

I got tired of trying to work out if the Burma Road was giving supply or not.

So I have added a line on the base screen of Tsuyung and Ledo/Rangoon to indicate that the 500 daily supply is being added.

Bottom line on the left hand side in case you can't see the colored box.

I like this addition, too, Michael! For clarification, isn't the Ledo Road path removed as an option? I thought (maybe with an early patch) that the Burma Road was limited to tracing a supply path to Rangoon.

The code checks path from Ledo, and if that isn't open, then checks path from Rangoon. No indication that it has/was removed.

Turning off before map moving is a very good idea as it does take time to recalc and draw the numbers on the map.

I d/led the latest beta just to get the '5' hotkey feature, and it's been a revelation to this "visual learner." I've spent over an hour just paging around the map to key bases and hitting the 5 key, finally seeing why supplies do that voodoo they do so well. Especially illustrative seeing the Oz Outback up the middle numbers through Alice Springs, and how they tail off as one goes south.

Really good feature, Michael. I hope you leave it as is, at least for AI play. It is far more useful than any negatives about un-reconned info on hidden enemy units could be as a negative aspect.

Turning off before map moving is a very good idea as it does take time to recalc and draw the numbers on the map.

I d/led the latest beta just to get the '5' hotkey feature, and it's been a revelation to this "visual learner." I've spent over an hour just paging around the map to key bases and hitting the 5 key, finally seeing why supplies do that voodoo they do so well. Especially illustrative seeing the Oz Outback up the middle numbers through Alice Springs, and how they tail off as one goes south.

Really good feature, Michael. I hope you leave it as is, at least for AI play. It is far more useful than any negatives about un-reconned info on hidden enemy units could be as a negative aspect.

I know of several games that show the 'supply point' path - OAW comes to mind. But I don't know if they have the degree of FOW that we have.